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Grand World: The Work In Progress thread
Posted on May 03, 2012 at 21:30
Entry 1 (4/05/2012)
So for the past few days I've been developing Grand World with Construct 2 and managed to get my game working with multiplayer. Here's a screenshot to show what I've achieved so far. Currently the graphics are just placeholder graphics, but my friend Zane444 is working on some cool cyberpunk graphics for the game so look forward to that! :D ![]() (Click for a larger version) The screenshot shows two clients connected to the game, with one client shooting arrows. What's been implemented so far: 1. Player movement and animation. 2. Player shooting. 3. Monster spawning and movement. 4. Monster destruction. 5. Connecting as many players to the server as required. 6. Sending of messages between clients to keep each client updated to the objects in the world. ie synchronized player, monster and bullet movement. 7. A simple chat box for communication. I'll put a demo version up once I manage to get a few more features implemented (ie at least when you can kill each other!)
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Dev - Er, any ideas how to make this work?
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Wow from the beta of the fisrt Construct! That must've been a while ago! Yes unfortunately they do charge now, but I managed to come second in a game making contest where the prize was a copy of the Construct 2 license (among other things) so I didn't have to pay for that! :D
One good thing about it being paid software though is that the team is working round the clock to improve the feature set and there's new handy updates almost every week :D I believe they do still support the original Construct as well though, and it's still free if that helps at all haha. Btw, what will you be making your game in?
Hi 1013Games! For the bullets I simply tell the client to tell the server that it's spawning a bullet at a particular point with a particular speed and moving at a certain trajectory. The server then sends these to the other clients for them to create the bullet and set them at the correct speeds and trajectories! Having tested this on localhost and a local network respectively, the lag is negligible and appears instantaneous. I believe the latency will be a bit worse for computers far apart on the web, but I'm not sure how I'd be able to compensate it because the latency will be inherent. I also think the latency will turn out to be negligible as well but we'll have to see :) Good to hear someone else aiming for an MMORPG! I'm looking forward to seeing how your game turns out as well :) Cheers!
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